void main() { vec4 tinted = texture(InputTexture,TexCoord); vec2 nc; vec2 sz = textureSize(InputTexture,0); vec2 px = 1.0/vec2(1920.0); px.y *= sz.x/sz.y; float cnt = 1.0; for ( int j=-5; j<=5; j++ ) for ( int i=-5; i<=5; i++ ) { nc = TexCoord+px*vec2(i,j); tinted += texture(InputTexture,nc); cnt += 1.0; } tinted /= cnt; vec2 coord = TexCoord; coord *= 4.0; coord.y *= px.x/px.y; vec2 tc; tc.x = coord.x*cos(Timer)-coord.y*sin(Timer); tc.y = coord.x*sin(Timer)+coord.y*cos(Timer); tinted = mix(tinted,texture(StaticTexture,tc),0.1); tinted = pow(tinted,vec4(0.7,1.1,1.3,1.0)); tinted *= vec4(1.2,0.6,0.5,1.0); FragColor = tinted; }